Search found 1100 matches

by Peter34
Tue Nov 08, 2016 2:36 pm
Forum: Ideas and Suggestions
Topic: (Option for) white chat messages in mp
Replies: 4
Views: 2112

Re: (Option for) white chat messages in mp

I'd like some kind of black "shading" on the chat text, regardless of what colour it is, because it increases the contrast against the background.
by Peter34
Thu Nov 03, 2016 12:55 am
Forum: Ideas and Requests For Mods
Topic: [MOD REQUEST] Auto-Paving BP Placer Machine
Replies: 7
Views: 2300

Re: [MOD REQUEST] Auto-Paving BP Placer Machine

Yes, an entity for placing tile ghost rather than a selection tool is valid. Using a selection tool to do that is easy, but it is limited by the screen size. Say you want to pave an area that is beyond the screen, you will have to move to there. Not just that. The core of my requested mod is that t...
by Peter34
Wed Nov 02, 2016 11:00 pm
Forum: Ideas and Suggestions
Topic: Numerical slide intervals 90-100-200 and 900-1000-2000
Replies: 7
Views: 2088

Numerical slide intervals 90-100-200 and 900-1000-2000

When using the mouse to control the numerical slider, the intervals are usually fine. It goes by ones, 1-2-3-4-5-6... up to 9, then in tens, then in hundreds, then in thousands. Usually those are fine. It's just that I'd very much like to see two additional interval "stops" added, which is...
by Peter34
Wed Nov 02, 2016 10:39 pm
Forum: Mods
Topic: [MOD 0.12.x] Wooden Fences
Replies: 10
Views: 16194

Re: [MOD 0.12.x] Wooden Fences

Can you please update this mod to 0.14 and put it on the portal?
by Peter34
Wed Nov 02, 2016 10:09 pm
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 99109

Re: [MOD 0.14.x] Bottleneck

Thanks for making this mod. I've been playing for a little over 2 years now, and I only just very recently realized that it annoys and frustrates me that I can't at-a-glance see whether my machines are working or not, and if not, whether it's because of input or output reason. Both are reasonbly eas...
by Peter34
Wed Nov 02, 2016 9:54 pm
Forum: Mods
Topic: [MOD 0.14.x] Expanded Tools [1.0.3]
Replies: 27
Views: 36048

Re: [MOD 0.14.x] Expanded Tools [1.0.2]

jpas wrote:
Peter34 wrote:Will this mod be updated to 0.14?
It should be updated now.
Thanks!
by Peter34
Wed Nov 02, 2016 9:42 pm
Forum: Mods
Topic: [MOD 0.12.x] Logistic Combinators
Replies: 49
Views: 43230

Re: [MOD 0.12.x] Logistic Combinators

Is there a mod for 0.14 that does something like this? I'd dearly love to be able to have some Nixie Tube (another mod) displays in my center-map Citadel (at 0,0 coordinates) showing me numerical readouts of important fortress data, such as (in particular) how many Alien Artifacts I have in my vario...
by Peter34
Wed Nov 02, 2016 9:36 pm
Forum: Mods
Topic: [MOD 0.14.x] Small Artifacts
Replies: 13
Views: 9214

Re: [MOD 0.14.x] Small Artifacts

I like this mod, and I imagine it's even more fun if it's enabled from the beginning of the game, rather than only in the late mid-game which was when I decided I wanted to try it. Thanks for making and updating it. But when I run out to harvest Alien Artifacts, and use the Construction Robots from ...
by Peter34
Wed Nov 02, 2016 3:44 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 143920

Re: [MOD 0.14.x] Modular Armor Revamp

Thanks. I'll update the mod, report back to you, but it might be a few days.
by Peter34
Tue Nov 01, 2016 11:58 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 143920

Re: [MOD 0.14.x] Modular Armor Revamp

There's some very wonky behaviour with the 0.14 version of this mod. If I install more than a few modules, some of them refuse to charge their internal energy storage. For instance if I install 8 RoboPorts, it seems as if only 4 of them ever charge. I still get the benefit of the larder Robo-radius,...
by Peter34
Tue Nov 01, 2016 2:38 am
Forum: Mods
Topic: [MOD 0.13.7+] Extendo-Reach
Replies: 13
Views: 5463

Re: [MOD 0.13.7+] Extendo-Reach

It means there's now a mandatory categories property in the prototype definition for `grabber-equipment`. So you'll need to add in categpries = { 'something' } to that prototype, where 'something' is a relevant category name (string). Thanks, but I have no idea how to do that. Also, it seems that e...
by Peter34
Sun Oct 30, 2016 9:33 am
Forum: Mods
Topic: [MOD 0.13.7+] Extendo-Reach
Replies: 13
Views: 5463

Re: [MOD 0.13.7+] Extendo-Reach

To update extendo-reach for 0.14, it looks like all that's needed is to change factorio version to 0.14 in its `info.json` You possibly also need to remove the `require "util"` from first line of `control.lua` but not sure. Thanks, but after removing the "require util" line, I g...
by Peter34
Fri Oct 28, 2016 9:30 pm
Forum: Mods
Topic: [MOD 0.13.7+] Extendo-Reach
Replies: 13
Views: 5463

Re: [MOD 0.13.7+] Extendo-Reach

To update extendo-reach for 0.14, it looks like all that's needed is to change factorio version to 0.14 in its `info.json` You possibly also need to remove the `require "util"` from first line of `control.lua` but not sure. I did try to update the "version" to "0.14", ...
by Peter34
Fri Oct 28, 2016 9:30 pm
Forum: Mods
Topic: [MOD 0.13.7+] Extendo-Reach
Replies: 13
Views: 5463

Re: [MOD 0.13.7+] Extendo-Reach

This mod has a "pick stick" to reach longer - sounds like similar sort of thing to extendo-reach. https://mods.factorio.com/mods/binbinhfr/BigBags That mod seems to do a lot of things. I prefer smaller mods that each do one thing, so that I can create exactly the experience that I want, f...
by Peter34
Thu Oct 27, 2016 6:47 pm
Forum: Ideas and Requests For Mods
Topic: [Request] High-friction surface covering for parking
Replies: 5
Views: 1996

Re: [Request] High-friction surface covering for parking

aubergine18 wrote:Just edit the info.json to set factorio version to 0.14
That works.
by Peter34
Thu Oct 27, 2016 6:28 pm
Forum: Ideas and Requests For Mods
Topic: [MOD REQUEST] Auto-Paving BP Placer Machine
Replies: 7
Views: 2300

Re: [MOD REQUEST] Auto-Paving BP Placer Machine

This sounds a bit like overkill to me. What if, instead, there was a custom selection tool where you drag over a bunch of tiles and then it places ghosts for concrete floor? This way you'd have precise control over where flooring is applied and be able to mark large patches for flooring/de-flooring...
by Peter34
Thu Oct 27, 2016 6:25 pm
Forum: Ideas and Requests For Mods
Topic: Quick & cheap & early way to mark/colour large areas
Replies: 19
Views: 6168

Re: Quick & cheap & early way to mark/colour large areas

I deleted the Concrete Edges from my /mods folder, and the game now loads with the Chunk Markers mod enabled. So that is indeed the cause of the problem.
by Peter34
Thu Oct 27, 2016 5:30 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 202816

Re: Support - Uranium Power

Will there be an official update to 0.14?
by Peter34
Thu Oct 27, 2016 5:29 pm
Forum: Mods
Topic: [MOD 0.12.33] Simple Death Messages 0.0.1
Replies: 6
Views: 2750

Re: [MOD 0.12.33] Simple Death Messages 0.0.1

NoPantsMcDance wrote:Adds a bit of flavor when you die
Alpha 0.14 is at severe risk of tasting like unspiced boiled chicken, if you don't update this mod!
by Peter34
Thu Oct 27, 2016 5:28 pm
Forum: Ideas and Requests For Mods
Topic: [Request] High-friction surface covering for parking
Replies: 5
Views: 1996

Re: [Request] High-friction surface covering for parking

Thanks again, for making this mod.

I've yet to test your mod, but my "grand" multi-player game resumes on Sunday, less than 72 hours from now, so it'd be super nice if you could update this mod to 0.14.

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